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I would suggest looking at some of the things that already get covered with snow, like trees.

 

It likely requires a separate build that changes when a certain set of conditions are met.

 

Just my guess, but you probably need to do something along the lines of
"if snowy then set build to snowybuild.zip else set build to regularbuild.zip"

(Not proper code, there, of course, but it's how I'd start figuring that out.)

When things get covered in snow they actually swap symbols, similiar to the player who has a symbol (invisible image by default) attached to the animations which gets swapped on equipping a weapon. All things that get covered in snow have a symbol called "snow" which gets swapped accordingly. Additionally they have an animation state called "snow" which is hidden/showed as needed. See "standardcomponents.lua", lines 288-298

function MakeSnowCovered(inst)	if not GetSeasonManager() then return end	inst.AnimState:OverrideSymbol("snow", "snow", "snow")	inst:AddTag("SnowCovered")	if GetSeasonManager().ground_snow_level < SNOW_THRESH then		inst.AnimState:Hide("snow")	else		inst.AnimState:Show("snow")	endend

I have no clue though how to create the swappable symbols or create an animation state that I can hide/show.. So not that big of a help..

Edited by Malacath

Symbols can be set up through Spriter... but I've no idea how to set up those symbols with multiple different textures based on certain conditions.

I think this is something that will have to be explained by Cheerio.

 

Though I do think that the way I assumed it worked could be implemented as a work-around - you can use the GetSeasonManager to check for whether it should be snowy or not, and swap the build if it is, and swap back when it isn't.

Can't see any reason why that wouldn't work! ^^

Symbols can be set up through Spriter... but I've no idea how to set up those symbols with multiple different textures based on certain conditions.

I think this is something that will have to be explained by Cheerio.

 

Though I do think that the way I assumed it worked could be implemented as a work-around - you can use the GetSeasonManager to check for whether it should be snowy or not, and swap the build if it is, and swap back when it isn't.

Can't see any reason why that wouldn't work! ^^

Thats what I was thinking ,like the pond.lua.This will require some of my crapy art skill.

Edited by afro1967

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